Ext. Studio lot — Night — Rain

I turned my Video OS into a film studio you can walk inside.

Most case studies ask you to scroll through a process. I wanted you to step inside mine — from the first creative decision all the way to a seat in the screening room.

ProjectYuya Film Studio, V1
MediumSpatial web experience
RoleConcept, direction, spatial UX
Reel 100:00:12

A workflow is easier to feel than to explain.

My Video OS started as a way to connect all the separate parts of AI filmmaking — direction, look development, 3D previs, generation, editing — into one production system.

But every time I tried to explain it on a normal website, something got lost. A diagram could show the pipeline. Screenshots could show the tools. Videos could show the results. None of them showed what I was actually building: a connected production environment.

So I asked a simple question. What if the case study didn't explain the workflow — what if it let you walk through it?

Instead of reading the workflow, you walk through it.

  1. Creative direction Lobby
  2. Film DNA Development
  3. Look development Development
  4. 3D previs + camera design Previs Lab
  5. Production Stage 01
  6. AI generation Dailies
  7. Dailies + selection Dailies
  8. Post Post suite
  9. Final film Screening

From portfolio to experience

The goal was never to build “a cool Three.js website.” It was to turn the production process itself into the way you interact with the page. Flip between the two to see the difference.

    The complete visitor journey

    One continuous path — scroll sideways to follow it.

    1. Enter studio
    2. Octo says hi
    3. Open HUD map
    4. Film DNA
    5. Select look
    6. 3D previs
    7. Operate camera
    8. Shoot Shot 04
    9. Dailies
    10. Post
    11. Screening
    Reel 200:01:04

    A film studio first. Not an AI showroom.

    I set one rule early on, and it shaped almost every decision after it. I wanted you to think “this feels like a real production company” long before you think “this is a 3D website.”

    Believable

    Cinema cameras, lighting rigs, monitors, storyboards, editing suites, signage.

    Cinematic

    Rain, reflections, practical light, an establishing shot before you get control.

    Technological

    It's everywhere in the building — it just never gets to be the architecture.

    Studio visitor briefing: WASD to walk, Shift to move faster, mouse to look, E to interact, V for viewfinder, M for map, hold click to move objects, scroll to turn, Esc to pause, and an audio toggle
    Visitor briefing — movement, interactions, sound and the studio mapOpen image for full-size instructions ↗
    Studio visitor briefingYFS / 001

    Try it — press the keys on your keyboard, or tap them.

    The establishing shot

    Before you enter, a short briefing explains the controls — styled like studio paperwork, not a game tutorial. Sound is yours to turn on or off, before you enter and at any point after.

    • Ext.It's night. Rain falls across the parking lot and the wet ground reflects the warm studio lights.
    • Ext.A production vehicle sits beside the building. Through the glass, the lobby is already glowing.
    • MoveYou don't get control yet. The camera guides you toward the doors, like an opening shot.
    • Int.The doors open. You step inside. Only then does the studio hand you the controls.
    The studio lobby with reception desk, directory sign and Octo
    Int. Lobby — the moment the studio hands you control00
    Reel 300:01:48

    Designing for “where am I?”

    A website has navigation. A physical space has orientation. Once my portfolio became a world, there was no navbar anymore — so I rebuilt navigation as a set of layers, each one answering one question. Tap a question to see which layer answers it, right on top of the real lobby.

    Lobby — Reception
    01 / DIRECTOR ROOM
    Welcome in! The Director Room is where it all begins — want the map?
    E — Talk to Octo
    WelcomethenOrientthenSuggestthenGet out of the way.

    Octo, the studio receptionist, isn't a game companion. Its job is UX: say hello, get you oriented, suggest a first stop — and then step back so the studio can speak for itself.

    OctoGuide
    MapOrientation
    HUDLocation
    SignageContext
    InteractionLearning
    RoomsStory
    ScreeningReward

    None of these were added because they looked cool. Each one solves a specific UX problem.

    Reel 400:02:30

    Every room follows one rule: understand, then experience.

    Each department gives you just enough to understand what happens there, then something meaningful to do. Pick a room on the studio map.

    Frame Hall — follow the gold line Director Room01 / Creative direction 3D Lab02 / Previs Stage 0103 / Production Video OS04 / Dailies Post 0105 / Finishing Screen 0106 / Film Screening 0207 / ÉCLAT LobbyOcto reception N ENTRANCE

    The world is the interface

    The biggest challenge was avoiding normal website UI. Instead of floating panels everywhere, information lives in the building itself.

    ArchitectureSignageScreensFilm framesProduction boardsLightingObjectsSoundInteractionsHUD
    Reel 500:03:02

    Follow the gold line.

    The Frame Hall connects every department, and a gold line on the floor runs through them in production order — from the rainy parking lot to the last seat in Screening 02. Drag through the whole walk.

    The Frame Hall gallery with framed film imagery, warm lighting and a gold floor line
    Int. Frame Hall — the hallway gallery connecting the studioGallery
    Exterior inside Yuya Film Studio
    Ext. Studio lot — night, rain1 of 9
    Lobby inside Yuya Film Studio
    Int. Lobby — Octo reception2 of 9
    Director Room inside Yuya Film Studio
    01 — Film DNA, lookbook wall3 of 9
    3D Lab inside Yuya Film Studio
    02 — Camera rig over the clay set4 of 9
    Stage 01 inside Yuya Film Studio
    03 — The ÉCLAT tabletop set5 of 9
    Video OS inside Yuya Film Studio
    04 — The dailies wall6 of 9
    Post 01 inside Yuya Film Studio
    05 — Edit, motion, sound7 of 9
    Screening 01 inside Yuya Film Studio
    06 — The final film8 of 9
    Screening 02 inside Yuya Film Studio
    07 — ÉCLAT, lights down9 of 9

    Every door off the hall is one step from idea to finished film.

    The hall follows one shot

    Along the walls, gallery-lit frames follow a single ÉCLAT shot through its whole production life — so before you enter any room, the hall has already told you the studio's central idea.

    Clay / previs→AI generation→Selected take→Post→Final frame

    AI filmmaking is a process, not a single generation.

    Reel 600:03:40

    Don't just click. Affect the production.

    In the Director Room, my Film DNA system breaks creative direction into camera, motion, light, environment, color and emotion. But I didn't want you to just read about it — so the lookbook wall actually changes the set you'll walk onto later in Stage 01.

    Choose a look

    This is a production decision, not a filter. Watch the set.

    Stage 01 — ÉCLAT tabletopVelvet noir
    Director Room→Stage 01satin, rocks and lighting updated
    The director office with its lookbook wall, production workflow and studio map
    Int. Director Room — Film DNA and the lookbook wall01
    Reel 700:04:22

    The shot is designed before it's generated.

    People often assume camera language in AI film just “happens” during generation. My workflow flips that. In the Previs Lab, Blender-inspired workstations show my three real ÉCLAT previs shots with their actual camera rigs and keyframes. Switch lenses to see how each one frames the set.

    Key 4300K Back ÉCLAT set Cam A — 35mm

    Previs→Generation→Finalcompared side by side in the lab
    3D Previs Lab with camera rig over a clay set and workstations
    Int. 3D + Previs Lab — camera rig over the clay set02

    “I use Blender.”
    I use 3D to direct the shot before generation.

    Reel 800:05:10

    Shot 04 was never made. So I gave it to you.

    Stage 01 is a working ÉCLAT tabletop set — camera crane, production lights, a video village with a live feed, and a clapperboard for every take. The real project only produced three shots. Instead of pretending the fourth exists, I turned the gap into the most important interaction in the studio.

    Stage 01 with the ÉCLAT tabletop set, crane, dolly track and lights
    Int. Stage 01 — the ÉCLAT tabletop set03
    • Shot 0135mm dolly✓
    • Shot 0250mm 18° orbit✓
    • Shot 0385mm macro✓
    • Shot 04Hero — yours to shoot—

    This moment changes the whole experience from “look at how I made this” into “step inside the system and take part in it.”

    Video village — Cam A00:00:00:00
    REC
    Uses the look you picked in Reel 6.

    Dailies

    Seedance
    Shot 01 · A
    MiniMax
    Shot 02 · B
    Seedance
    Shot 03 · A

    Dailies, then Post

    Your take lands on a wall of real generated clips — Seedance and MiniMax generations, next to the previs they came from. The point isn't to celebrate a model. Models are just part of the pipeline; the film stays the hero. Then Post gets darker and quieter: an After Effects–style timeline synced to the V01 edit, my YUYA Motion recipes, and a chair where you can sit and listen to the V02 mix.

    Video OS — the dailies wall04
    Post 01 — edit, motion, sound05
    Reel 900:06:02

    Sound is part of the architecture.

    Rain outside. Interior sound creeping in as you reach the doors. A different acoustic space once you're through them. Each room has its own quiet tone, and the screening room finally gives the film all of your ears. It's always optional, too — the studio still makes sense with sound off.

    Small surprises, not more rooms

    Not every idea needs a department. A YUYA keychain sits at reception. It doesn't move the story forward — it just rewards curiosity. Go ahead, pick it up and throw it.

    Drag and fling
    YFS / R&D 001 — dormant

    Holo

    An experimental interface I'm exploring, installed as a quiet R&D corner. It sleeps until someone gets close — then wakes up, right where you are.

    Production shows how I work today.
    R&D hints at what's next.

    Reel 1000:06:48

    Built with AI. Directed by me.

    AI didn't replace the creative direction here — it carried it out. I started agents from a high-level goal instead of spelling out every detail, which gave them room to propose spatial ideas I could then judge as a designer. It felt less like prompting components and more like working with a production crew.

    01VisionA studio you can walk inside
    02High-level goalIntent, not implementation
    03Agent buildA working first pass
    04Walk throughExperience it as a visitor
    05ObserveWhere do people get lost?
    06Design critiqueWhat's off, and why
    07Targeted fixesSmall, precise corrections
    08PolishLight, sound, feel

    What I defined

    • The core concept and production journey
    • Visual direction and Film DNA logic
    • Spatial UX principles and interaction ideas
    • How my real projects connect to each room

    What the system connects

    • Development shapes Stage 01
    • Previs informs the camera; the camera makes a take
    • Your take appears in Dailies, then flows to Post
    • Your choices come back in the Screening Room

    Designing the system, not just the screens

    Spatial UX turned out to be less about designing screens, and more about designing relationships. Octo connects onboarding to navigation. The map connects physical space to the production pipeline. And your actions stay with you from room to room.

    Decision→Consequence→Discovery→Production→Result

    That loop is what turned a 3D portfolio into an interactive production experience.

    Why Three.js instead of one big Blender scene?

    I deliberately didn't build the whole studio as a single Blender environment. The building needed to stay interactive, modular and web-friendly — so most of it is built with web-native 3D, while the high-value props and production objects come from dedicated 3D workflows. Blender stays part of the filmmaking. Three.js is what makes the production system explorable.

    More control over

    InteractionPhysicsRoom stateVideoNavigationLighting behaviorPerformanceProgressive loading
    Reel 1100:07:30

    Knowing when to stop.

    As the studio grew, adding another room kept getting easier. The harder call was stopping. So I set a V1 feature lock, and the question changed from “what else can I add?” to “how do I make every existing moment feel intentional?”

    Performance as a design constraint

    A spatial portfolio can become impressive very quickly — and unusable just as quickly. So I stopped treating every object as equally important.

    More isn't automatically better.

    • Video wakes up only when it's in context
    • Secondary experiences stay dormant until you approach
    • Not every light needs real-time shadows
    • Not every decorative object needs detailed collision
    • Not every project needs its own room

    Does this strengthen the journey from creative direction to final screening?

    My editing rule. If the answer isn't yes, it goes. Tap to test each idea.

    Where the time went instead

    The last stretch wasn't about adding features. It was lights that don't all cast real-time shadows, video that only wakes up when you're nearby, decorative objects without heavy collision — and a steady frame rate.

    LightingMaterialsSoundCamera feelCollisionGeometry cleanupInteraction feedbackLoadingPerformanceMobile fallback

    The final challenge wasn't making the world bigger. It was making it believable.

    Reel 1200:08:14

    Beyond the portfolio.

    V1 is finished and live. But the studio was never meant to be the end point — it could become the spatial interface for the Video OS itself.

    V1

    Explore the studio

    Live now — see how Yuya makes films

    The version you can walk through today. Visit every department, make production decisions, shoot a take and watch the film.

    • Enter the studio
    • Director Room
    • 3D Lab
    • Stage 01
    • Video OS dailies
    • Post 01
    • Screening
    V2

    Use the studio

    Make something inside my production system

    The studio connects to the real Video OS. You don't just watch my workflow — you start your own project and carry it all the way to the screen.

    • New project
    • Creative direction
    • Film DNA
    • Shot plan
    • 3D previs
    • Generation
    • Dailies
    • Post
    • Screening
    V3

    Intelligent studio

    Agents operate the production company

    Every department gets an AI crew member. You stay the director — the agents run the departments.

    • Director agent
    • Shot agent
    • Previs
    • Generation
    • Continuity
    • Post

    The 3D studio isn't the end point. It could become the spatial interface of the Video OS.

    Reel 1300:09:00

    Stop explaining. Watch.

    The last room has almost no explanation, on purpose. Every other room shows how the film was made. This one shows why. You take a seat, the lights dim, the curtains open — and the interface gets out of the way.

    Watch it in the studio Your cut: Velvet noir, no visitor takes yet.
    Screening 01 — final film06

    ÉCLAT

    A Yuya Film Studio production

    Screening 02 with red theatre seats and wall sconces
    Screening 02 — ÉCLAT, lights down, credits07

    The result

    Yuya Film Studio became more than a portfolio. It's a spatial picture of how I think about filmmaking. You don't just see finished work — you experience how it's made.

    • How an idea becomes direction
    • How direction becomes a shot
    • How a shot becomes previs
    • How previs becomes production
    • How production becomes generated material
    • How material becomes an edit
    • How the edit becomes a film
    The environment teaches. The objects invite interaction. The production system creates consequences. The film provides the payoff.

    Credits

    Creative direction
    Yuya Mei
    Concept + experience design
    Yuya Mei
    Spatial UX + interaction
    Yuya Mei
    Film direction + Film DNA
    Yuya Mei
    3D + previs direction
    Yuya Mei
    Video OS concept
    Yuya Mei
    WebGL build
    Agentic AI workflow, under Yuya's direction
    ÉCLAT film assets
    Yuya Film Studio

    Designed and directed by Yuya Mei.
    Built through an agentic AI development workflow.

    Three.jsWebGLBlenderClaudeSeedanceMiniMaxAfter EffectsVideo OS
    YUYA FILM STUDIOV1 — Thanks for walking through.Walk inside yourself — yuyafilmstudio.dev